Legal claims defining the scope of protection. Each claim is shown in both the original legal language and a plain English translation.
1. A control method for use with a user, the control method comprising: tracking a position of a reference body in a real space, the reference body being a first body part of the user or a controller; displaying an image of a virtual reality space associated with the real space on a head tracking-type head mounted display (HMD) worn by the user; associating a position of a virtual object given a role in the virtual reality space with the position of the reference body to follow the position of the reference body; performing a control to output sound according to the role from a headphone worn by the user based on whether a positional condition for changing sound determined based on the position of the reference body in the real space or the position of the virtual object in the virtual reality space is satisfied, wherein: the control of the output sound is performed such that: when the positional condition is not satisfied: (a) the sound according to the role is not output and instead environmental sound in the virtual reality space is output, or (b) the environmental sound in the virtual reality space is output louder than the sound according to the role, and when the positional condition is satisfied: (i) the environmental sound in the virtual reality space is not output and instead the sound according to the role is output, or (ii) the sound according to the role is output louder than the environmental sound in the virtual reality space.
This invention relates to a control method for virtual reality (VR) systems that dynamically adjusts audio output based on user interaction with virtual objects. The method tracks the position of a reference body, which can be a user's body part or a handheld controller, in the real world. A VR space is displayed on a head-mounted display (HMD) worn by the user, and a virtual object in the VR space is linked to the reference body's position, causing the virtual object to follow the reference body. The system monitors whether a positional condition is met, determined by the reference body's real-world position or the virtual object's position in the VR space. When the condition is not met, the system either suppresses sound associated with the virtual object's role or prioritizes environmental sounds from the VR space. When the condition is met, the system either suppresses environmental sounds or prioritizes the role-specific sound. This ensures that audio feedback is contextually relevant to the user's interaction with virtual objects, enhancing immersion and responsiveness in VR environments. The method dynamically balances role-specific sounds and environmental audio to provide a more intuitive and adaptive VR experience.
2. The control method according to claim 1 , further comprising changing the environmental sound based on the position of the reference body in the real space.
This invention relates to a control method for adjusting environmental sounds in a virtual or augmented reality system based on the position of a reference body in real space. The method addresses the problem of static or poorly synchronized environmental audio in immersive environments, which can reduce realism and user engagement. The system detects the position of a reference body, such as a user's head or a physical object, within the real-world environment. Based on this positional data, the method dynamically modifies the environmental sound to create a more immersive and contextually accurate auditory experience. For example, if the user moves closer to a virtual sound source, the volume or spatial characteristics of the sound may increase or shift to simulate proximity effects. The method ensures that the environmental sound adapts in real-time to the user's movements, enhancing the sense of presence in the virtual or augmented environment. The system may also incorporate additional factors, such as the orientation or velocity of the reference body, to further refine the audio adjustments. This approach improves the realism and interactivity of immersive experiences by dynamically aligning environmental sounds with the user's physical interactions in real space.
3. The control method according to claim 1 , further comprising changing the environmental sound based on the position of the virtual object in the virtual reality space.
This invention relates to virtual reality (VR) systems and methods for controlling environmental sounds in a VR environment. The problem addressed is the lack of dynamic and immersive audio feedback in VR systems, where environmental sounds often remain static regardless of user interactions or virtual object movements. The invention provides a method to enhance immersion by dynamically adjusting environmental sounds based on the position of virtual objects within the VR space. The method involves detecting the position of a virtual object in the VR environment and modifying the environmental sound in response to changes in that position. For example, if a virtual object moves closer to a sound source, the volume or frequency of the sound may increase, while movement away may decrease it. The system may also alter sound characteristics such as echo, reverberation, or spatial positioning to reflect the object's location relative to the user or other virtual elements. This dynamic adjustment creates a more realistic and engaging VR experience by ensuring that audio feedback aligns with the visual and interactive elements of the environment. The method may be applied in various VR applications, including gaming, simulations, and training environments, where realistic audio feedback is critical for user engagement and immersion. By linking sound changes directly to object positioning, the invention improves the overall fidelity of the VR experience.
4. The control method according to claim 1 , wherein the output control of the sound includes determining whether the positional condition is satisfied, the positional condition being a distance condition that a given real target object in the real space and the reference body has become close to each other.
This invention relates to a control method for adjusting sound output based on the proximity of a real target object to a reference body in a real space. The method addresses the problem of dynamically controlling audio output in response to spatial relationships between objects, ensuring that sound is appropriately modulated when a target object approaches a reference body. The system monitors the distance between the target object and the reference body, and if a predefined positional condition is met—specifically, when the distance between them falls below a certain threshold—the sound output is adjusted accordingly. This ensures that audio feedback or notifications are triggered or modified based on real-world spatial interactions, enhancing user experience in applications such as augmented reality, robotics, or interactive environments. The method may involve continuous or periodic distance measurements to determine whether the positional condition is satisfied, allowing for real-time adjustments to the sound output. The invention improves upon existing systems by providing a more responsive and context-aware approach to sound control, reducing unnecessary audio disruptions and ensuring that sound output aligns with the physical proximity of relevant objects.
5. The control method according to claim 1 , wherein the output control of the sound includes determining whether the positional condition is satisfied, the positional condition being a distance condition that a virtual target object in the virtual reality space corresponding to the real target object and the virtual object has become close to each other.
This invention relates to virtual reality (VR) systems and methods for controlling sound output based on positional relationships between virtual objects. The problem addressed is the lack of dynamic audio feedback in VR environments when virtual objects interact spatially, which can reduce immersion and user engagement. The method involves monitoring the positions of a virtual target object (corresponding to a real-world target) and another virtual object in a VR space. When these objects move closer together, satisfying a predefined distance condition, the system triggers an audio output. This output may include sound effects, notifications, or other auditory cues to indicate the proximity event. The system continuously tracks object positions and adjusts the audio response in real-time as the positional relationship changes. The positional condition is dynamically evaluated, ensuring that audio feedback is contextually relevant. For example, if a user's virtual hand (real-world input) approaches a virtual button, the system may emit a confirmation sound when the distance threshold is met. This enhances interaction realism by providing immediate, spatially aware audio responses. The method improves VR experiences by creating more immersive and responsive environments, where sound dynamically reflects object interactions. This is particularly useful in applications like gaming, training simulations, or interactive design, where spatial awareness is critical. The system can be integrated into existing VR platforms with minimal hardware requirements, relying on standard positional tracking and audio output capabilities.
6. The control method according to claim 4 , wherein the virtual object has the role of a sound emission object that emits sound in the virtual reality space, and, the output control of the sound includes determining whether the positional condition is satisfied with an ear of the user as the real target object so that sound is output from the headphone as if the sound emission object in the virtual reality space has become close to the ear of the user.
This invention relates to virtual reality (VR) systems and addresses the challenge of creating immersive audio experiences by dynamically adjusting sound output based on the user's position and virtual object interactions. The method involves a virtual object in a VR space that acts as a sound emission source. The system determines whether a positional condition is met between the virtual sound-emitting object and the user's ear, simulating the effect of the sound source moving closer to the user's ear. When the condition is satisfied, the sound is output through headphones in a way that mimics the acoustic effect of proximity, enhancing realism. The positional condition may involve spatial relationships such as distance, angle, or relative movement between the virtual object and the user's ear. This approach ensures that audio cues align with the user's perceived position in the virtual environment, improving immersion. The method may also include tracking the user's head movements and adjusting sound output in real-time to maintain accurate spatial audio effects. The invention enhances VR experiences by making sound interactions more dynamic and lifelike.
7. The control method according to claim 5 , wherein the virtual object has the role of a sound emission object that emits sound in the virtual reality space, and, the output control of the sound includes determining whether the positional condition is satisfied with an ear of the user as the real target object so that sound is output from the headphone as if the sound emission object in the virtual reality space has become close to the ear of the user.
This invention relates to virtual reality (VR) systems and methods for controlling sound output in a VR environment. The problem addressed is the lack of realistic spatial audio cues in VR, particularly when virtual objects emitting sound approach a user's ear, which can create an unnatural or disorienting experience. The method involves a virtual object in a VR space that acts as a sound emission source. The system determines whether a positional condition is met between the virtual sound source and the user's ear, which serves as the real-world target. If the condition is satisfied, the system adjusts sound output from the headphones to simulate the sound source moving closer to the user's ear. This creates a more immersive and realistic audio experience by dynamically altering sound characteristics based on the relative positions of the virtual object and the user's ear in real time. The positional condition may involve proximity thresholds, directional alignment, or other spatial relationships to ensure accurate sound localization. The method enhances immersion by making virtual sound sources behave more naturally, as if they are physically interacting with the user's real-world position.
8. The control method according to claim 6 , wherein the virtual object has the role of a sound output device with a telephone function, and the output control of the sound is performed such that communication sound is output as the sound according to the role by the telephone function.
This invention relates to a control method for virtual objects in a virtual space, particularly for managing sound output from virtual objects that function as communication devices. The technology addresses the challenge of integrating realistic sound interactions in virtual environments, such as virtual reality (VR) or augmented reality (AR), where virtual objects need to simulate real-world devices like telephones. The method involves a virtual object that acts as a sound output device with telephone functionality. When a user interacts with this object, the system processes communication sounds (e.g., voice calls, ringtones) and outputs them through the virtual object as if it were a real telephone. The sound output is controlled to match the object's role, ensuring that audio is spatially and contextually appropriate within the virtual space. For example, if the virtual object is a smartphone, the method ensures that call sounds are emitted from the smartphone's virtual speaker position, enhancing immersion. The system may also include a step where the virtual object's role is determined based on its type or user input, allowing dynamic adjustments to sound output. Additionally, the method may involve synchronizing the sound with visual cues, such as a ringing animation on the virtual telephone, to create a cohesive user experience. This approach improves realism and usability in virtual environments where communication devices are simulated.
9. The control method according to claim 7 , wherein the virtual object has the role of a sound output device with a telephone function, and the output control of the sound is performed such that communication sound is output as the sound according to the role by the telephone function.
This invention relates to a control method for virtual objects in a virtual space, particularly for managing sound output from virtual objects that function as communication devices. The method addresses the challenge of efficiently routing and controlling audio output in virtual environments where virtual objects may serve multiple roles, including acting as sound output devices with telephone functionality. The method involves determining the role of a virtual object in the virtual space, where the role defines its function, such as a telephone device. When the virtual object is assigned the role of a sound output device with telephone functionality, the method controls the output of sound such that communication sound (e.g., voice calls) is output according to the assigned role. This ensures that audio is properly routed and processed based on the virtual object's function, enhancing user interaction and realism in the virtual environment. The method may also involve dynamically adjusting sound output parameters, such as volume or spatial positioning, to match the virtual object's role and the context of the virtual space. For example, if the virtual object is a telephone, the method ensures that call audio is directed through the appropriate virtual channels, simulating real-world telephone behavior. This approach improves the integration of communication features within virtual environments, making interactions more intuitive and immersive.
10. A control method comprising: tracking a position of a reference body in a real space, the reference body being a first body part of a user or a controller; displaying an image of a virtual reality space associated with the real space on a head tracking-type head mounted display (HMD) worn by the user; associating a position of a virtual object given a role in the virtual reality space with the position of the reference body to follow the position of the reference body; performing a control to output sound according to the role from a headphone worn by the user based on whether a positional condition for changing sound determined based on the position of the reference body in the real space or the position of the virtual object in the virtual reality space is satisfied, wherein: the output control of the sound includes determining whether the positional condition is satisfied, the positional condition being a distance condition that a given real target object in the real space and the reference body has become close to each other, the virtual object has the role of a sound emission object that emits sound in the virtual reality space, the output control of the sound includes determining whether the positional condition is satisfied with an ear of the user as the real target object so that sound is output from the headphone as if the sound emission object in the virtual reality space has become close to the ear of the user, the virtual object has the role of a sound output device with a telephone function, the output control of the sound is performed such that communication sound is output as the sound according to the role by the telephone function, and the output control of the sound is performed such that: when the positional condition is not satisfied, the communication sound by the telephone function is not output and instead a ringtone by the telephone function is output, and when the positional condition is satisfied, the ringtone by the telephone function is not output and instead the communication sound by the telephone function is output.
This invention relates to a virtual reality (VR) system that enhances spatial audio interaction in a VR environment. The system tracks the position of a reference body, which can be a user's body part or a controller, in real space. A head-mounted display (HMD) worn by the user displays a virtual reality space linked to the real space. A virtual object in the VR space is associated with the reference body's position, allowing the virtual object to follow the reference body's movements. The system controls sound output from the user's headphones based on whether a positional condition is met. The positional condition is a distance-based condition where a real target object (such as the user's ear) and the reference body become close. The virtual object acts as a sound-emitting object, such as a sound output device with telephone functionality. When the positional condition is not met, the system outputs a ringtone from the telephone function. When the positional condition is met, the system switches from the ringtone to outputting communication sound, simulating the virtual object moving close to the user's ear. This creates an immersive audio experience where sound behavior dynamically responds to the user's movements in real space.
11. A control method comprising: tracking a position of a reference body in a real space, the reference body being a first body part of a user or a controller; displaying an image of a virtual reality space associated with the real space on a head tracking-type head mounted display (HMD) worn by the user; associating a position of a virtual object given a role in the virtual reality space with the position of the reference body to follow the position of the reference body; performing a control to output sound according to the role from a headphone worn by the user based on whether a positional condition for changing sound determined based on the position of the reference body in the real space or the position of the virtual object in the virtual reality space is satisfied, wherein: the output control of the sound includes determining whether the positional condition is satisfied, the positional condition being a distance condition that a virtual target object in the virtual reality space corresponding to the real target object and the virtual object has become close to each other, the virtual object has the role of a sound emission object that emits sound in the virtual reality space, the output control of the sound includes determining whether the positional condition is satisfied with an ear of the user as the real target object so that sound is output from the headphone as if the sound emission object in the virtual reality space has become close to the ear of the user, the virtual object has the role of a sound output device with a telephone function, the output control of the sound is performed such that communication sound is output as the sound according to the role by the telephone function, and the output control of the sound is performed such that: when the positional condition is not satisfied, the communication sound by the telephone function is not output and instead a ringtone by the telephone function is output, and when the positional condition is satisfied, the ringtone by the telephone function is not output and instead the communication sound by the telephone function is output.
This invention relates to virtual reality (VR) systems that integrate spatial audio control based on user interactions. The system tracks the position of a reference body, such as a user's body part or a controller, in real space and displays a VR environment on a head-mounted display (HMD). A virtual object in the VR space is linked to the reference body, moving in sync with it. The system controls sound output from the user's headphones based on positional conditions between the virtual object and a real or virtual target, such as the user's ear. The virtual object acts as a sound-emitting device, such as a telephone, with a role in the VR environment. When the virtual object (e.g., a phone) approaches the user's ear, the system outputs communication sounds (e.g., a call) instead of a ringtone, simulating realistic spatial audio behavior. If the positional condition is not met, the system outputs a ringtone but no communication sound. This enhances immersion by dynamically adjusting audio based on the user's movements and interactions in the VR space.
12. A control method comprising: tracking a position of a reference body in a real space, the reference body being a first body part of a user or a controller; displaying an image of a virtual reality space associated with the real space on a head tracking-type head mounted display (HMD) worn by the user; associating a position of a virtual object given a role in the virtual reality space with the position of the reference body to follow the position of the reference body; performing a control to output sound according to the role from a headphone worn by the user based on whether a positional condition for changing sound determined based on the position of the reference body in the real space or the position of the virtual object in the virtual reality space is satisfied, wherein: the output control of the sound includes determining whether the positional condition is satisfied, the positional condition being a distance condition that a given real target object in the real space and the reference body has become close to each other, the virtual object has the role of a sound emission object that emits sound in the virtual reality space, the output control of the sound includes determining whether the positional condition is satisfied with an ear of the user as the real target object so that sound is output from the headphone as if the sound emission object in the virtual reality space has become close to the ear of the user, the virtual object has the role of a sound output device with a telephone function, the output control of the sound is performed such that communication sound is output as the sound according to the role by the telephone function, and the output control of the sound is performed such that: when the positional condition is not satisfied, the environmental sound in the virtual reality space is output, and when the positional condition is satisfied, the environmental sound in the virtual reality space is lowered in volume and attenuated in a high-tone range.
This invention relates to a virtual reality (VR) system that enhances spatial audio interaction by dynamically adjusting sound output based on the user's position and the proximity of virtual objects. The system tracks the position of a reference body, which can be a user's body part or a controller, in real space. A head-mounted display (HMD) displays a VR environment linked to the real space. A virtual object in the VR space is associated with the reference body's position, allowing it to follow the user's movements. The system controls sound output from the user's headphones based on positional conditions, such as the distance between the reference body and a real target object (e.g., the user's ear) or the virtual object. When the virtual object, acting as a sound-emitting device (e.g., a telephone), approaches the user's ear, the system outputs communication sound while attenuating environmental VR sounds in volume and high-frequency content. This creates an immersive effect where the virtual sound source appears to move closer to the user, enhancing realism in VR interactions. The system dynamically balances communication and environmental sounds to prioritize relevant audio cues based on spatial proximity.
13. A control method comprising: tracking a position of a reference body in a real space, the reference body being a first body part of a user or a controller; displaying an image of a virtual reality space associated with the real space on a head tracking-type head mounted display (HMD) worn by the user; associating a position of a virtual object given a role in the virtual reality space with the position of the reference body to follow the position of the reference body; performing a control to output sound according to the role from a headphone worn by the user based on whether a positional condition for changing sound determined based on the position of the reference body in the real space or the position of the virtual object in the virtual reality space is satisfied, wherein: the output control of the sound includes determining whether the positional condition is satisfied, the positional condition being a distance condition that a virtual target object in the virtual reality space corresponding to the real target object and the virtual object has become close to each other, the virtual object has the role of a sound emission object that emits sound in the virtual reality space, the output control of the sound includes determining whether the positional condition is satisfied with an ear of the user as the real target object so that sound is output from the headphone as if the sound emission object in the virtual reality space has become close to the ear of the user, the virtual object has the role of a sound output device with a telephone function, the output control of the sound is performed such that communication sound is output as the sound according to the role by the telephone function, and the output control of the sound is performed such that: when the positional condition is not satisfied, the environmental sound in the virtual reality space is output, and when the positional condition is satisfied, the environmental sound in the virtual reality space is lowered in volume and attenuated in a high-tone range.
This invention relates to a virtual reality (VR) system that enhances spatial audio interaction by dynamically adjusting sound output based on the user's position and virtual object proximity. The system tracks the position of a reference body, such as a user's body part or a controller, in real space and displays a VR environment on a head-mounted display (HMD). A virtual object in the VR space is linked to the reference body, moving in sync with it. The system controls sound output from the user's headphones based on positional conditions, such as the distance between the virtual object and a real-world target (e.g., the user's ear). When the virtual object, acting as a sound-emitting device (e.g., a telephone), approaches the user's ear, the system outputs communication sound while attenuating environmental VR audio by lowering volume and reducing high-frequency components. If the positional condition is not met, the system outputs standard environmental sound. This approach creates an immersive experience by dynamically adjusting audio based on spatial interactions between virtual and real-world elements.
14. The control method according to claim 8 , wherein the output control of the sound is performed such that, when the positional condition is satisfied, given echoing sound is further output.
This invention relates to a control method for audio systems, specifically addressing the challenge of enhancing user experience in environments where sound reflection or echoing occurs. The method involves dynamically adjusting sound output based on positional conditions to improve audio clarity and immersion. When a predefined positional condition is met—such as a user's proximity to a reflective surface or movement within a specific area—the system generates and outputs an additional echoing sound. This echoing sound is tailored to the environment, compensating for natural acoustics or intentionally creating a desired auditory effect. The method may also include analyzing environmental factors, such as room dimensions or surface materials, to optimize the echoing sound's characteristics. By dynamically integrating echoing sounds, the system enhances audio perception, reduces distortion, or creates immersive soundscapes in applications like virtual reality, gaming, or spatial audio systems. The approach ensures adaptive sound control without requiring manual adjustments, improving user engagement and realism.
15. The control method according to claim 9 , wherein the output control of the sound is performed such that, when the positional condition is satisfied, given echoing sound is further output.
This invention relates to a control method for audio systems, specifically addressing the problem of enhancing user interaction in environments where positional conditions trigger specific audio responses. The method involves monitoring the position of a user or an object relative to a predefined reference point or area. When a positional condition is met—such as the user entering a designated zone or an object reaching a specific location—the system outputs a controlled sound signal. Additionally, when the positional condition is satisfied, the system further outputs a given echoing sound, which may be a delayed or repeated version of the original sound to create an auditory feedback effect. This enhances user awareness of their position or the object's location, improving interaction in applications like navigation, gaming, or assistive technologies. The method may also adjust sound output parameters, such as volume or frequency, based on the positional condition to optimize clarity and effectiveness. The system may use sensors, such as cameras or proximity detectors, to track position and trigger the audio response. The invention aims to provide intuitive and responsive audio feedback in dynamic environments.
16. The control method according to claim 8 , wherein the output control of the sound is performed such that, when the positional condition is satisfied, given noise is further output.
This invention relates to a control method for sound output systems, particularly for managing sound output based on positional conditions. The method addresses the problem of ensuring effective sound delivery in environments where positional factors, such as the listener's location or movement, may affect sound perception or quality. The system monitors positional conditions, such as the distance or orientation of a listener relative to a sound source, and adjusts sound output accordingly. When the positional condition is met, the system not only controls the primary sound output but also introduces additional noise. This noise may serve to mask unwanted sounds, enhance spatial audio effects, or improve sound localization. The method ensures that sound output remains optimized for the listener's position, enhancing clarity and user experience. The system may integrate with sensors or tracking devices to detect positional changes in real time, allowing dynamic adjustments to sound output. The additional noise output can be tailored to specific applications, such as improving speech intelligibility in noisy environments or creating immersive audio experiences. The invention aims to provide a more adaptive and responsive sound control system that accounts for positional factors to deliver superior audio performance.
17. The control method according to claim 9 , wherein the output control of the sound is performed such that, when the positional condition is satisfied, given noise is further output.
This invention relates to a control method for sound output systems, particularly for managing sound output based on positional conditions. The method addresses the problem of ensuring effective sound delivery in environments where noise interference or positional constraints may affect audio perception. The system monitors the position of a sound output device relative to a target listener or environment and adjusts the sound output accordingly. When a predefined positional condition is met, the system not only controls the primary sound output but also introduces additional noise to enhance clarity or mask unwanted interference. The positional condition may involve factors like distance, orientation, or environmental noise levels. The method ensures that the sound remains intelligible and optimized for the listener's current position, improving user experience in dynamic environments. The system may integrate with various sound output devices, including speakers, headphones, or public address systems, to dynamically adjust audio output based on real-time positional data. The additional noise output can be tailored to specific frequencies or patterns to counteract ambient noise or improve signal-to-noise ratio. This approach is particularly useful in applications like assistive listening devices, public announcements, or immersive audio experiences where positional accuracy and adaptive sound control are critical.
18. A control method comprising: tracking a position of a reference body in a real space, the reference body being a first body part of a user or a controller; displaying an image of a virtual reality space associated with the real space on a head tracking-type head mounted display (HMD) worn by the user; associating a position of a virtual object given a role in the virtual reality space with the position of the reference body to follow the position of the reference body; performing a control to output sound according to the role from a headphone worn by the user based on whether a positional condition for changing sound determined based on the position of the reference body in the real space or the position of the virtual object in the virtual reality space is satisfied, wherein: the output control of the sound includes determining whether the positional condition is satisfied, the positional condition being a distance condition that a given real target object in the real space and the reference body has become close to each other, the virtual object has the role of a sound emission object that emits sound in the virtual reality space, the output control of the sound includes determining whether the positional condition is satisfied with an ear of the user as the real target object so that sound is output from the headphone as if the sound emission object in the virtual reality space has become close to the ear of the user, and the output control of the sound includes: (A) determining whether each of the user's right and left ears satisfies the positional condition, and (B) only when either of the ears satisfies the positional condition, outputting sound from a right or left output of the headphone corresponding to the ear satisfying the positional condition as if the sound emission object in the virtual reality space has become close to the ear.
This invention relates to a virtual reality (VR) system that enhances spatial audio interaction by dynamically adjusting sound output based on the user's head position and the proximity of virtual objects to the user's ears. The system tracks the position of a reference body, which can be a part of the user's body or a controller, in real space. A head-mounted display (HMD) presents a virtual reality space linked to the real environment. A virtual object in the VR space is associated with the reference body's position, allowing it to follow the user's movements. The system controls sound output from the user's headphones based on whether a positional condition is met. This condition is a distance-based trigger that determines when a virtual sound-emitting object in the VR space appears to approach the user's ear. The system evaluates whether the user's right or left ear satisfies the positional condition and outputs sound from the corresponding headphone channel, creating the illusion that the virtual sound source is moving close to the user's ear. This approach enhances immersion by dynamically adjusting audio cues based on the user's head position and the virtual object's proximity.
19. A control method comprising: tracking a position of a reference body in a real space, the reference body being a first body part of a user or a controller; displaying an image of a virtual reality space associated with the real space on a head tracking-type head mounted display (HMD) worn by the user; associating a position of a virtual object given a role in the virtual reality space with the position of the reference body to follow the position of the reference body; performing a control to output sound according to the role from a headphone worn by the user based on whether a positional condition for changing sound determined based on the position of the reference body in the real space or the position of the virtual object in the virtual reality space is satisfied, wherein: the output control of the sound includes determining whether the positional condition is satisfied, the positional condition being a distance condition that a virtual target object in the virtual reality space corresponding to the real target object and the virtual object has become close to each other, the virtual object has the role of a sound emission object that emits sound in the virtual reality space, the output control of the sound includes determining whether the positional condition is satisfied with an ear of the user as the real target object so that sound is output from the headphone as if the sound emission object in the virtual reality space has become close to the ear of the user, and the output control of the sound includes: (A) determining whether each of the user's right and left ears satisfies the positional condition, and (B) only when either of the ears satisfies the positional condition, outputting sound from a right or left output of the headphone corresponding to the ear satisfying the positional condition as if the sound emission object in the virtual reality space has become close to the ear.
This invention relates to virtual reality (VR) systems that enhance spatial audio realism by dynamically adjusting sound output based on the user's head position and interactions with virtual objects. The system tracks the position of a reference body, which can be a user's body part (e.g., hand) or a controller, in real space. A head-mounted display (HMD) displays a virtual reality space linked to the real space. A virtual object in the VR space is associated with the reference body's position, allowing it to follow the user's movements. The system controls sound output from the user's headphones based on whether a positional condition is met. This condition is a distance-based trigger where a virtual sound-emitting object (e.g., a character or object) approaches a virtual target object corresponding to the user's ear. The system determines if the sound-emitting object is close enough to either the right or left ear, then outputs sound from the corresponding headphone channel to simulate spatial proximity. This creates an immersive audio experience where sound appears to originate from the direction of the virtual object as it moves relative to the user's head. The approach ensures realistic audio feedback by dynamically adjusting sound output based on the user's head position and virtual object interactions.
20. The control method according to claim 18 , wherein the output control of the sound includes determining whether each of the user's right and left ears satisfies the positional condition, and when either of the ears satisfies the positional condition, the sound from the right or left output of the headphone corresponding to the ear not satisfying the positional condition is reduced.
This invention relates to audio control systems for headphones, specifically addressing the issue of sound leakage when a user's ears are not properly positioned against the headphone speakers. The problem occurs when one or both ears are not fully sealed, causing sound to escape and potentially disturb others or reduce audio quality. The invention provides a solution by dynamically adjusting sound output based on the positional condition of each ear relative to the headphone speakers. The system monitors the positional condition of the user's right and left ears to determine whether they are properly sealed against the corresponding headphone speakers. If either ear fails to meet the positional condition, the sound output from the opposite speaker (the one corresponding to the ear that is properly sealed) is reduced. This ensures that sound is not unnecessarily emitted from the speaker that would otherwise leak due to poor ear positioning. The adjustment is made in real-time to maintain audio quality while minimizing sound leakage. The method can be applied to various audio devices, including over-ear, on-ear, and in-ear headphones, to improve user experience and reduce external disturbances.
21. The control method according to claim 19 , wherein the output control of the sound includes determining whether each of the user's right and left ears satisfies the positional condition, and when either of the ears satisfies the positional condition, the sound from the right or left output of the headphone corresponding to the ear not satisfying the positional condition is reduced.
This invention relates to audio control systems for headphones, specifically addressing the issue of sound leakage or interference when a user's ears are not properly positioned relative to the headphone speakers. The system monitors the positional relationship between each ear and the corresponding headphone speaker to ensure optimal sound delivery. When a positional condition is met—such as an ear being too far from the speaker or misaligned—the system dynamically adjusts the audio output. If one ear meets the positional condition while the other does not, the sound output to the speaker near the non-compliant ear is reduced, preventing distortion or leakage. This ensures balanced audio quality and minimizes external interference. The method may involve sensors or tracking mechanisms to detect ear position and adjust output levels in real-time. The invention improves user experience by maintaining audio clarity and reducing unwanted sound leakage, particularly in environments where precise audio delivery is critical.
22. The control method according to claim 4 , wherein the virtual object has the role of a sound input device that inputs sound in the virtual reality space, and the output control of the sound includes determining whether the real target object as a second body part of the user satisfies the positional condition so that emitted sound is output from the headphone as if the sound input device in the virtual reality space inputs the emitted sound from the second body part of the user.
This invention relates to virtual reality (VR) systems and methods for controlling sound input and output in a VR environment. The problem addressed is the lack of realistic sound interaction in VR, where virtual objects often do not behave like real-world sound input devices, leading to an unnatural user experience. The method involves a virtual object acting as a sound input device in the VR space. When a user emits sound (e.g., speaking or making noise), the system determines whether a real-world target object (e.g., the user's hand or another body part) meets a positional condition relative to the virtual object. If the condition is satisfied, the sound is processed as if the virtual object is capturing the sound from the real-world target object. The sound is then output through headphones in a way that simulates the virtual object receiving the sound from the user's body part, enhancing immersion. The positional condition may involve proximity, orientation, or movement of the real-world target object relative to the virtual object. The system dynamically adjusts sound output to match the virtual interaction, making the experience more realistic. This approach improves VR applications where sound interaction is critical, such as virtual meetings, gaming, or training simulations.
23. The control method according to claim 5 , wherein the virtual object has the role of a sound input device that inputs sound in the virtual reality space, and the output control of the sound includes determining whether the real target object as a second body part of the user satisfies the positional condition so that emitted sound is output from the headphone as if the sound input device in the virtual reality space inputs the emitted sound from the second body part of the user.
This invention relates to virtual reality (VR) systems and methods for controlling sound input and output in a VR environment. The problem addressed is the lack of realistic sound interaction in VR, where sound sources and inputs do not accurately reflect the user's physical actions or body movements. The method involves a virtual object acting as a sound input device within the VR space. The system determines whether a real-world target object, such as a second body part of the user (e.g., a hand or foot), meets a positional condition relative to the virtual sound input device. If the condition is satisfied, the system processes emitted sound as if the virtual device is capturing audio from the user's body part. The sound is then output through headphones in a way that simulates the spatial and directional characteristics of the input, enhancing immersion. The positional condition may involve proximity, orientation, or movement of the user's body part relative to the virtual sound input device. The system dynamically adjusts sound output based on real-time tracking of the user's body movements, ensuring that the VR environment responds naturally to physical interactions. This approach improves the realism of sound interactions in VR by linking virtual sound sources to the user's physical presence.
24. The control method according to claim 1 , wherein the output control of the sound is performed to change the sound in the case where the positional condition is satisfied depending on whether an event clear condition that a given event has occurred, has been executed, or has been attained is satisfied.
This invention relates to a control method for adjusting sound output based on positional and event conditions. The method monitors the position of a user or device to determine if a predefined positional condition is met. When this condition is satisfied, the system further checks whether an event clear condition has been met, which involves verifying if a specified event has occurred, been executed, or been attained. Depending on the outcome of this evaluation, the sound output is modified. For example, the sound may be altered in volume, pitch, or other characteristics to enhance user experience or provide feedback. The positional condition could involve proximity to a specific location, movement patterns, or spatial orientation, while the event condition may relate to user actions, system states, or external triggers. This method ensures dynamic sound adjustments tailored to real-time contextual factors, improving interactivity and responsiveness in applications such as gaming, virtual reality, or smart environments. The invention builds on a broader control method that regulates sound output based on positional data, adding an additional layer of event-based conditional logic to refine the audio response.
25. The control method according to claim 1 , further comprising: arranging and controlling a virtual reference body following the position of the reference body in the virtual reality space; initially arranging the virtual object in the virtual reality space; instructing the user to put the virtual reference body closer to the position of the initial arrangement; and after the instruction, setting an association between the virtual object and the reference body when the position of the virtual reference body and the position of the initial arrangement satisfy a predetermined condition, wherein causing the virtual object to follow the reference body includes, after setting the association between the virtual object and the reference body, associating the position of the virtual object with the position of the reference body to follow the position of the reference body.
This invention relates to virtual reality (VR) systems and methods for controlling virtual objects in a VR space. The problem addressed is the difficulty of precisely positioning and associating virtual objects with physical reference bodies in a VR environment, which is crucial for applications like virtual prototyping, training simulations, and interactive design. The method involves arranging and controlling a virtual reference body that follows the position of a physical reference body in the VR space. A virtual object is initially placed in the VR space, and the user is instructed to move the virtual reference body closer to the initial position of the virtual object. Once the virtual reference body reaches a position that satisfies a predetermined condition relative to the initial position, an association is established between the virtual object and the reference body. After this association, the virtual object's position is dynamically linked to the reference body's position, causing the virtual object to follow the reference body's movements. This approach enables precise alignment and control of virtual objects in VR by leveraging physical reference bodies, improving user interaction and accuracy in virtual environments. The method ensures that virtual objects can be easily manipulated and positioned based on physical movements, enhancing the realism and usability of VR applications.
26. A virtual reality experience provision apparatus for use with a user, the virtual reality experience provision apparatus comprising: at least one processor and/or a circuit configured to: track a position of a reference body in a real space via a sensor, the reference body being a first body part of the user or a controller; display an image of a virtual reality space associated with the real space on a head tracking-type head mounted display (HMD) worn by the user; associate a position of a virtual object given a role in the virtual reality space with the position of the reference body to follow the position of the reference body; and output sound according to the role from a headphone worn by the user based on whether a positional condition for changing sound determined based on the position of the reference body in the real space or the position of the virtual object in the virtual reality space is satisfied, wherein: when the positional condition is not satisfied: (a) the sound according to the role is not output and instead environmental sound in the virtual reality space is output, or (b) the environmental sound in the virtual reality space is output louder than the sound according to the role, and when the positional condition is satisfied: (i) the environmental sound in the virtual reality space is not output and instead the sound according to the role is output, or (ii) the sound according to the role is output louder than the environmental sound in the virtual reality space.
A virtual reality experience system tracks a user's body part or a handheld controller in real space using sensors. The system displays a virtual reality environment on a head-mounted display (HMD) that aligns with the user's real-world movements. A virtual object in the virtual space is linked to the tracked reference body, allowing the virtual object to follow the user's movements. The system also outputs sound through headphones worn by the user, where the sound is dynamically adjusted based on the position of the reference body or the virtual object. When a predefined positional condition is met, the system prioritizes outputting sound associated with the virtual object's role, either by suppressing or reducing environmental sounds in the virtual space. Conversely, when the positional condition is not met, the system either outputs only environmental sounds or makes them louder than the role-specific sound. This ensures that the user's auditory experience dynamically adapts to their interactions with the virtual environment, enhancing immersion and realism.
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July 14, 2020
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